Tattooed Sorcerer + Empyreal Bloodline???


Rules Questions


Do these stack? Tattooed Sorcerer replaces the 9th level power, while Empyreal replaces a specific power with another, also at level 9.

Empyreal = This bloodline power replaces wings of heaven.

Tattooed = This ability replaces the 9th-level bloodline power.

Im hoping the Empyreal Sorcerer changes what you WOULD have gotten at level 9, at which point the Tattooed Sorcerer changes it out. I think this is the case because one deals with specifics, while the other simply generalizes.

The real question then becomes, since Wings of Heaven is now my "9th-level bloodline power", do they interfere with eachother?

Thanks


You know, I had a similar question on a build I made.

This langauge proved helpful to me:

PRD wrote:

Quote:

Alternate Class Features

The primary way in which archetypes modify their corresponding base classes is via the use of alternate class features. When a character selects a class, he must normally choose to use the standard class features found in the class's original source—the exception is if he chooses to adopt an archetype. Each alternate class feature presented in an archetype replaces a specific class feature from its parent class. For example, the flowing monk archetype's redirection class feature replaces the Stunning Fist feature of the standard monk class.

So the modification is to the base class, not to, in your question, another archetype.

So the answer is no, to the disdain of your build and mine. Now, if you can find fault with my reasoning please do. I am open to be persuaded otherwise with a reasoned argument, but I believe we are stuck with no tattooed/empyreal sorcerer.


Technically and rules as written no they do not stack. Many GMs however seem willling to regard wildblooded bloodlines as simply variant bloodlines, not archetypes.

Liberty's Edge

Unfortunately, since you have to replace a bloodline power, they don't stack.

For clarification:

Tattooed Sorcerer is a sorcerer archetype (found on page 40 of Inner Sea Magic), this grants certain changes to the character. At 9th level, this archetype gives 'Enhanced Varisian Tattoo, which replaces the 9th level bloodline power. Empyreal is a bloodline option for Wildblooded sorcerers. This replaces certain celestial bloodline powers.

Since Enhanced Varisian Tattoo replaces replaces the 9th-Level bloodline power, you just loose Empyreal, since that's the new 9th-level bloodline power.


Bah, thats real b+~@~*+s...guess ill just have to settle for a Sage Tattooed Sorcerer instead.

EDIT: Oh yay, that doesnt work either it seems...woe is me!


I'm likely going to regret pointing this out but. I don't see why there is any suggestion that the wildblooded options are not archetypes. If it walks like a duck and quacks like a duck and is labeled Mallard (duck) its a duck. In this case right out of the prd itsWildblooded (Archetype).


The question wasn't whether it was an archetype or not, but how they interacted. All the same, the question seems to have been answered.


The general issue here is that anytime you're changing the same feature, you can end up doubling-up on the pluses from an archetype, while taking only a single negative.

For instance, if the 9th-level Empyreal power was a particularly weak one, balancing out a much stronger other power (e.g. using Wisdom to cast spells), then removing it entirely to replace with something else with the Tattooed Sorcerer.

Homegame GMs can evaluate the exchanges, *in context*, and approve or disapprove the archetype stacking as an exception. PFS GMs can't for consistency reasons.

Also, theoretically archetypes could be designed specifically with the knowledge that they won't be combine-able with another archetype (i.e. X ability would be far too good combined with Y ability, but X & Y can't mix because they both replace Z).

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